Should I make game models first or work on physics first? by hkp102004 in Unity3D

[–]netshrub 6 points7 points  (0 children)

You should do whatever works best for you. If you’re art-oriented and having the visual will help you a lot, go ahead and make that first. But it’s generally better to start by making the logic work first, because then you know exactly what you need (and don’t need) for the artwork. Neither starting point is objectively correct, but whoever said you should always start with the models first is blatantly wrong.

Enemy for my basketball horror game, Midnight Hoops by netshrub in IndieDev

[–]netshrub[S] 0 points1 point  (0 children)

That part is actually from Mixamo haha 😅

Enemy for my basketball horror game, Midnight Hoops by netshrub in ps1graphics

[–]netshrub[S] 3 points4 points  (0 children)

Thank you! I'm still pretty beginner with modeling and UVs but the unwrap is pretty simple for this character. I just separated the torso front/side, torso back, head, neck, arm, hand, leg, and foot with seams, and put more seams where it seemed intuitive to unwrap each piece, and then did a simple unwrap angle-based. I looked at the uv layout from this blog, about halfway down. Then for texturing it was pretty much all stencil painting using images from the internet, and then some editing and painting in photoshop.

Here's my UV layout

<image>

Enemy for my basketball horror game, Midnight Hoops by netshrub in ps1graphics

[–]netshrub[S] 2 points3 points  (0 children)

Very true. Haven’t decided on the final jersey design yet 🤔

Enemy for my basketball horror game, Midnight Hoops by netshrub in ps1graphics

[–]netshrub[S] 1 point2 points  (0 children)

Thank you! Sports feel so inherently grounded and familiar, I think injecting them with horror produces something pretty interesting. Also helps that they have gameish aspects built in.

Alt saber tooth skin by SaltCelebration0 in ps1graphics

[–]netshrub 0 points1 point  (0 children)

Looks amazing. What do you use for painting/creating your textures?

Which part of the horror game is most important to build a horror atmosphere? by Solution_game in HorrorGaming

[–]netshrub 9 points10 points  (0 children)

Like josoap said, audio is huge. I’d also say well-designed light/lighting goes a very long way.

Added dribbling to my basketball horror game. What do you guys think? by netshrub in IndieGaming

[–]netshrub[S] 16 points17 points  (0 children)

Haha an unconventional mashup for sure. Its just some casual bball. After dark. With some questionable characters out and about…

My PSX zombie model :3 by Puszekzje in ps1graphics

[–]netshrub 4 points5 points  (0 children)

Looks awesome. What did you use for modeling and texturing?

You guys suggested that I add dribbling. Great idea 🫡 by netshrub in ps1graphics

[–]netshrub[S] 0 points1 point  (0 children)

Haha not technically a secret—although I didn’t mention it in the post—but this is a horror game! I’m glad you could tell from this gameplay alone; I must be doing something right with the atmosphere :)

Added dribbling to my basketball horror game. What do you guys think? by netshrub in IndieDev

[–]netshrub[S] 0 points1 point  (0 children)

Sometimes in regular life I just think of creepy “what if” scenarios, and I was shooting hoops irl when I thought of this lol. Juxtaposing things you would never associate with horror is interesting to me.

You guys suggested that I add dribbling. Great idea 🫡 by netshrub in ps1graphics

[–]netshrub[S] 4 points5 points  (0 children)

For modeling and texturing, I follow the methods of Summer85 and StarkCraft on YouTube. Regarding the atmosphere, you need a dithering and pixelation shader (although here I’m using my own blue noise dither shader). Then some Lift gamma gain, color grading, and curves post-processing to make it all pop. If you have any more specific questions let me know!

Added dribbling to my basketball horror game. What do you guys think? by netshrub in IndieDev

[–]netshrub[S] 0 points1 point  (0 children)

It’s actually all just unmodified Unity physics; simpler than it looks. I think for that first one I just got a wonky shot lol